extends CharacterBody3D
var rotate_speed = 10.1
const SPEED = 5.0
const JUMP_VELOCITY = 14.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
pass # Replace with function body.
func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
#var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward",)#PERFECTOOOOOOO
var input_dir = Input.get_vector("ui_left", "ui_right","A", "B",)# "A", "B" SOLO AMAGO PARA QUE NO BALLA ADELANTE A DETRAS
#var input_dir = Input.get_vector("A", "D", "W", "S")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
var movimiento_vector = Vector3.ZERO # Inicializar vector de movimiento
if Input.is_action_pressed("move_forward"):
rotate_x(0.01) # Mover en el eje X para rotar (negativo para abajo)
elif Input.is_action_pressed("move_backward"):
rotate_x(-0.01) # Mover en el eje X para rotar (positivo para arriba)
elif Input.is_action_pressed("move_left"):
rotate_y(0.01) # Mover en el eje Z para rotar (positivo para izquierda)
elif Input.is_action_pressed("move_right"):
rotate_y(-0.01) # Mover en el eje Z para rotar (negativo para derecha)
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ampliado alante atras izquierda derecha arriba y abajo inclinacion de cañon....!!!!!!!!
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extends CharacterBody3D
var rotate_speed = 10.1
const SPEED = 5.0
const JUMP_VELOCITY = 14.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
pass # Replace with function body.
func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
#var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward",)#PERFECTOOOOOOO
var input_dir = Input.get_vector("ui_left", "ui_right","ui_up", "ui_down",)# "A", "B" SOLO AMAGO PARA QUE NO BALLA ADELANTE A DETRAS
#var input_dir = Input.get_vector("A", "D", "W", "S")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
var movimiento_vector = Vector3.ZERO # Inicializar vector de movimiento
if Input.is_action_pressed("move_forward"):
rotate_x(0.01) # Mover en el eje X para rotar (negativo para abajo)
elif Input.is_action_pressed("move_backward"):
rotate_x(-0.01) # Mover en el eje X para rotar (positivo para arriba)
elif Input.is_action_pressed("move_left"):
rotate_y(0.01) # Mover en el eje Z para rotar (positivo para izquierda)
elif Input.is_action_pressed("move_right"):
rotate_y(-0.01) # Mover en el eje Z para rotar (negativo para derecha)
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